Baffled by Electronic Baffle

By WWHSD, in X-Wing

It's probably not worth it for stress most of the time, but as noted, it's a cheaper option for Shuttles to stay in the fight a little more.

But against Ion? Ion can just about be a death sentence. A 1pt option to trade a damage to be able to flee could be worthwhile indeed. With TLT shouldering out IonHogs in the meta, this probably isn't as obvious as it once was. But TIE/D Defenders will be bringing that back, baby - it's a useful counter-pick.

Okay, the more I think about it, the more Baffles looks like a huge boost for the combat shuttle. You come on on a flank of something, firing away. You're no longer forced to go through enemy formations, you can just park the ship, taking shots at the scrum, until enemy ships break in a direction, then you follow, with a 2-hard if necessary. Admittedly, it approximates a lot of things you can do with an Advanced Sensors build, but it does them cheaper and in some cases better (some cases worse). You can block up lanes for way longer than you should, as well. Omicron Group Pilot, Electronic Baffles, maybe nothing else, and you have an incredibly efficient blocker and jouster that can pull some cool maneuvers as well.

The downside is that you're doing damage to your shuttle, but if the other squad decides to finish it off, great, they're shooting at your shuttle. The beefiest ship you've probably got. If they don't shoot at the shuttle, you're basically trading late-game hit points for early game blocking and/or shots, which is an amazing deal on a shuttle, because it's not like it's doing anything in the late game anyway.

OGP + Baffle + APL.

God good.

On PTL corran would be good. ><

Or on those IGs.

With Ion TIE/D about to be a thing we're probably about to see a lot more Ion, baffles lets you take the ion and perhaps set up a crucial shot, for 1 point I like it on b wings.

I just enjoy using all that tasty scum crew with it, zuckuss or 4lom effectively give you a mini Vader so what is the harm? We all seem to love our doomshuttles after all. Why not a doomfighter?

I like the idea of Dace Bonearm + Electronic Baffles.

No, not as part of the list he's in, but against it. "Oh, you want to not be ioned? Haha, enjoy your third damage!".

Feedback Array + Electronic Baffle on a G1-A?

Or 4-LOM pilot - or any ability that causes an ion or a stress on yourself. Sometimes 1 damage is worth the side effect.

B-Wing/Attack Shuttle + Leebo?

:wacko:

I'M TRYING

On PTL corran would be good. ><

Or on those IGs.

Not really, if for no other reason than Adv Sensors and FCS both exist and are orders of magnitude better on those ships.

Actually, Ghost + Leebo makes more sense. But you'd have to reeeeally want something else in the Mod slot to not just take the EU.

IG-88A + IG-88C + PTL? Expert Handling? Opportunist? I dunno.

I guess being able to Sloop then PTL would be pretty cool.

Edited by Gibarian

Okay, the more I think about it, the more Baffles looks like a huge boost for the combat shuttle. You come on on a flank of something, firing away. You're no longer forced to go through enemy formations, you can just park the ship, taking shots at the scrum, until enemy ships break in a direction, then you follow, with a 2-hard if necessary. Admittedly, it approximates a lot of things you can do with an Advanced Sensors build, but it does them cheaper and in some cases better (some cases worse). You can block up lanes for way longer than you should, as well. Omicron Group Pilot, Electronic Baffles, maybe nothing else, and you have an incredibly efficient blocker and jouster that can pull some cool maneuvers as well.

The downside is that you're doing damage to your shuttle, but if the other squad decides to finish it off, great, they're shooting at your shuttle. The beefiest ship you've probably got. If they don't shoot at the shuttle, you're basically trading late-game hit points for early game blocking and/or shots, which is an amazing deal on a shuttle, because it's not like it's doing anything in the late game anyway.

I made this squad based on your post

http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!s!56:36,22,132,-1:-1:-1:;56:172,-1,-1,-1:-1:4:;70:27,144,-1:34:2:

Omicron Group Pilot (21)
Fire-Control System (2)
Ion Cannon (3)
Emperor Palpatine (8)
Omicron Group Pilot (21)
Electronic Baffle (1)
Anti-Pursuit Lasers (2)
Colonel Vessery (35)
Veteran Instincts (1)
Tractor Beam (1)
Shield Upgrade (4)
TIE/D (0)
Total: 99

Actually, Ghost + Leebo makes more sense. But you'd have to reeeeally want something else in the Mod slot to not just take the EU.

IG-88A + IG-88C + PTL? Expert Handling? Opportunist? I dunno.

You don't even get the mod slot, because E2 is needed to add Leebo to a B-wing. You save a point. That's it.

It's for an emergency situation

You don't have to use it every turn. Just the important ones.

Actually, Ghost + Leebo makes more sense. But you'd have to reeeeally want something else in the Mod slot to not just take the EU.

IG-88A + IG-88C + PTL? Expert Handling? Opportunist? I dunno.

You don't even get the mod slot, because E2 is needed to add Leebo to a B-wing. You save a point. That's it.

So yeah, on a b-wing you wouldn't save anything. Scratch that. Leebo (2), E2 (1), Baffle (1) = 4

On the Ghost/Shuttle you'd save the single point, but I can't imagine many builds where it'd be worth it.

Really liking it on a shuttle. Looking forward to putting it on the Punisher with Proximity Mines. If the enemy is range 3 in front of you, 4k mine drop will either hit them or the token will be placed right in front of them.

I wouldn't look at anything under about 6 total hull/shield, but I look at it like Adrenaline Rush. If you use it once, and it puts you in a stronger position, great!

I'm stoked about this card. My shuttle does work and this makes it much better. My only lament is losing fcs. Deathrain likes this too, I think. It allows him to keep pressure on better.

Bottom line is it's a powerful option for many reasons. Doesn't mean you need to use it every turn. Hell I'd take it on the shuttle even at one use only.

Some mileage to be gotten out of it plus Feedback Array, too.

It's a poor trade (Two for me, one for you), but on a Slaver as an anti-ace toy, who also uses it to threaten to stay stationary multiple turns?

Could be worth it.

K-turn or s-loop your brobots with (relative) impunity.

It's a very good card because it will deny your opponent their attempt to control you. Which would undoubtedly cost you more than one damage.

adv sensor and you're good to go

While that's definitely 'a thing' that works, it isn't universally the same.

Boost -> sloop will put you in a very different position to sloop->boost.

The more I think on it, the more I like it on the Punisher as a poor man's Adrenaline Rush.

Edit:

So thinking about it a bit more, I like this on Deathrain with Proton Bombs backed up by Redline with ion Torpedoes.

Deathrain out in front, either forcing a bump or flying into the opponents formation.

Redline fires the ion torpedo and ionized the formation, except for Deathrain who just takes a damage instead.

Assuming he's still alive, he drops the proton bomb and K-turns behind the formation.

Both are set up to do the same thing next turn too. It might be a little convoluted in this set up, but the seed of am interesting idea is there.

Edited by Rividius

It is a hate card against stress hog or ion shots but the trade off is terrible. If you can't take a shot and have a hull point or shield token to spare and need to get into position in a shot this would work. But I find that often even with this equipped you would just take the stress or ion token and save the damage. You wouldn't want Ion cannons to do 2 damage a shot instead of 1.

While that's definitely 'a thing' that works, it isn't universally the same.

Boost -> sloop will put you in a very different position to sloop->boost.

The more I think on it, the more I like it on the Punisher as a poor man's Adrenaline Rush.

Edit:

So thinking about it a bit more, I like this on Deathrain with Proton Bombs backed up by Redline with ion Torpedoes.

Deathrain out in front, either forcing a bump or flying into the opponents formation.

Redline fires the ion torpedo and ionized the formation, except for Deathrain who just takes a damage instead.

Assuming he's still alive, he drops the proton bomb and K-turns behind the formation.

Both are set up to do the same thing next turn too. It might be a little convoluted in this set up, but the seed of am interesting idea is there.

One of my favorite sequences is to use LRS to lock deathrain's primary target, move in and net them then BR back to get a shot with flechettes or else do it the following round with a k turn. Baffle opens his dial back up and allows a rinse repeat with the other bomb of choice. If the target isn't dead by then I can rinse repeat with nets..

Action-saver extraordinaire. Pull a red maneuver, keep your action. Sometimes being able to K-Turn, S-Loop or Full Stop AND barrel roll, boost, focus or target lock will be worth the trade off for one damage.

No surprise the G1-A has lots of reds on it's dial. B-Wings and Shuttles will rejoice as well.

Some mileage to be gotten out of it plus Feedback Array, too.

It's a poor trade (Two for me, one for you), but on a Slaver as an anti-ace toy, who also uses it to threaten to stay stationary multiple turns?

Could be worth it.

Action-saver extraordinaire. Pull a red maneuver, keep your action. Sometimes being able to K-Turn, S-Loop or Full Stop AND barrel roll, boost, focus or target lock will be worth the trade off for one damage.

No surprise the G1-A has lots of reds on it's dial. B-Wings and Shuttles will rejoice as well.

you forgot the rangers and hamsters everywhere.

go for the eyes, boo! :D